package net.minecraft.client.model;

import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;

public class ModelBiped extends ModelBase {
	public ModelRenderer bipedHead;

	/** The Biped's Headwear. Used for the outer layer of player skins. */
	public ModelRenderer bipedHeadwear;
	public ModelRenderer bipedBody;

	/** The Biped's Right Arm */
	public ModelRenderer bipedRightArm;

	/** The Biped's Left Arm */
	public ModelRenderer bipedLeftArm;

	/** The Biped's Right Leg */
	public ModelRenderer bipedRightLeg;

	/** The Biped's Left Leg */
	public ModelRenderer bipedLeftLeg;

	/**
	 * Records whether the model should be rendered holding an item in the left
	 * hand, and if that item is a block.
	 */
	public int heldItemLeft;

	/**
	 * Records whether the model should be rendered holding an item in the right
	 * hand, and if that item is a block.
	 */
	public int heldItemRight;
	public boolean isSneak;

	/** Records whether the model should be rendered aiming a bow. */
	public boolean aimedBow;

	public ModelBiped() {
		this(0.0F);
	}

	public ModelBiped(float modelSize) {
		this(modelSize, 0.0F, 64, 32);
	}

	public ModelBiped(float modelSize, float p_i1149_2_, int textureWidthIn, int textureHeightIn) {
		this.textureWidth = textureWidthIn;
		this.textureHeight = textureHeightIn;
		this.bipedHead = new ModelRenderer(this, 0, 0);
		this.bipedHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, modelSize);
		this.bipedHead.setRotationPoint(0.0F, 0.0F + p_i1149_2_, 0.0F);
		this.bipedHeadwear = new ModelRenderer(this, 32, 0);
		this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, modelSize + 0.5F);
		this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + p_i1149_2_, 0.0F);
		this.bipedBody = new ModelRenderer(this, 16, 16);
		this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, modelSize);
		this.bipedBody.setRotationPoint(0.0F, 0.0F + p_i1149_2_, 0.0F);
		this.bipedRightArm = new ModelRenderer(this, 40, 16);
		this.bipedRightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, modelSize);
		this.bipedRightArm.setRotationPoint(-5.0F, 2.0F + p_i1149_2_, 0.0F);
		this.bipedLeftArm = new ModelRenderer(this, 40, 16);
		this.bipedLeftArm.mirror = true;
		this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, modelSize);
		this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + p_i1149_2_, 0.0F);
		this.bipedRightLeg = new ModelRenderer(this, 0, 16);
		this.bipedRightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, modelSize);
		this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F + p_i1149_2_, 0.0F);
		this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
		this.bipedLeftLeg.mirror = true;
		this.bipedLeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, modelSize);
		this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F + p_i1149_2_, 0.0F);
	}

	/**
	 * Sets the models various rotation angles then renders the model.
	 */
	public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_,
			float p_78088_6_, float scale) {
		this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);
		GlStateManager.pushMatrix();

		if (this.isChild) {
			float f = 2.0F;
			GlStateManager.scale(1.5F / f, 1.5F / f, 1.5F / f);
			GlStateManager.translate(0.0F, 16.0F * scale, 0.0F);
			this.bipedHead.render(scale);
			GlStateManager.popMatrix();
			GlStateManager.pushMatrix();
			GlStateManager.scale(1.0F / f, 1.0F / f, 1.0F / f);
			GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
			this.bipedBody.render(scale);
			this.bipedRightArm.render(scale);
			this.bipedLeftArm.render(scale);
			this.bipedRightLeg.render(scale);
			this.bipedLeftLeg.render(scale);
			this.bipedHeadwear.render(scale);
		} else {
			if (entityIn.isSneaking()) {
				GlStateManager.translate(0.0F, 0.2F, 0.0F);
			}

			this.bipedHead.render(scale);
			this.bipedBody.render(scale);
			this.bipedRightArm.render(scale);
			this.bipedLeftArm.render(scale);
			this.bipedRightLeg.render(scale);
			this.bipedLeftLeg.render(scale);
			this.bipedHeadwear.render(scale);
		}

		GlStateManager.popMatrix();
	}

	/**
	 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used
	 * for animating the movement of arms and legs, where par1 represents the
	 * time(so that arms and legs swing back and forth) and par2 represents how
	 * "far" arms and legs can swing at most.
	 */
	public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_,
			float p_78087_5_, float p_78087_6_, Entity entityIn) {
		this.bipedHead.rotateAngleY = p_78087_4_ / (180F / (float) Math.PI);
		this.bipedHead.rotateAngleX = p_78087_5_ / (180F / (float) Math.PI);
		this.bipedRightArm.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float) Math.PI) * 2.0F * p_78087_2_
				* 0.5F;
		this.bipedLeftArm.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 2.0F * p_78087_2_ * 0.5F;
		this.bipedRightArm.rotateAngleZ = 0.0F;
		this.bipedLeftArm.rotateAngleZ = 0.0F;
		this.bipedRightLeg.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
		this.bipedLeftLeg.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float) Math.PI) * 1.4F * p_78087_2_;
		this.bipedRightLeg.rotateAngleY = 0.0F;
		this.bipedLeftLeg.rotateAngleY = 0.0F;

		if (this.isRiding) {
			this.bipedRightArm.rotateAngleX += -((float) Math.PI / 5F);
			this.bipedLeftArm.rotateAngleX += -((float) Math.PI / 5F);
			this.bipedRightLeg.rotateAngleX = -((float) Math.PI * 2F / 5F);
			this.bipedLeftLeg.rotateAngleX = -((float) Math.PI * 2F / 5F);
			this.bipedRightLeg.rotateAngleY = ((float) Math.PI / 10F);
			this.bipedLeftLeg.rotateAngleY = -((float) Math.PI / 10F);
		}

		if (this.heldItemLeft != 0) {
			this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F
					- ((float) Math.PI / 10F) * (float) this.heldItemLeft;
		}

		this.bipedRightArm.rotateAngleY = 0.0F;
		this.bipedRightArm.rotateAngleZ = 0.0F;

		switch (this.heldItemRight) {
		case 0:
		case 2:
		default:
			break;

		case 1:
			this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F
					- ((float) Math.PI / 10F) * (float) this.heldItemRight;
			break;

		case 3:
			this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F
					- ((float) Math.PI / 10F) * (float) this.heldItemRight;
			this.bipedRightArm.rotateAngleY = -0.5235988F;
		}

		this.bipedLeftArm.rotateAngleY = 0.0F;

		if (this.swingProgress > -9990.0F) {
			float f = this.swingProgress;
			this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(f) * (float) Math.PI * 2.0F) * 0.2F;
			this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
			this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
			this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
			this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
			this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY;
			this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY;
			this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY;
			f = 1.0F - this.swingProgress;
			f = f * f;
			f = f * f;
			f = 1.0F - f;
			float f1 = MathHelper.sin(f * (float) Math.PI);
			float f2 = MathHelper.sin(this.swingProgress * (float) Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F)
					* 0.75F;
			this.bipedRightArm.rotateAngleX = (float) ((double) this.bipedRightArm.rotateAngleX
					- ((double) f1 * 1.2D + (double) f2));
			this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F;
			this.bipedRightArm.rotateAngleZ += MathHelper.sin(this.swingProgress * (float) Math.PI) * -0.4F;
		}

		if (this.isSneak) {
			this.bipedBody.rotateAngleX = 0.5F;
			this.bipedRightArm.rotateAngleX += 0.4F;
			this.bipedLeftArm.rotateAngleX += 0.4F;
			this.bipedRightLeg.rotationPointZ = 4.0F;
			this.bipedLeftLeg.rotationPointZ = 4.0F;
			this.bipedRightLeg.rotationPointY = 9.0F;
			this.bipedLeftLeg.rotationPointY = 9.0F;
			this.bipedHead.rotationPointY = 1.0F;
		} else {
			this.bipedBody.rotateAngleX = 0.0F;
			this.bipedRightLeg.rotationPointZ = 0.1F;
			this.bipedLeftLeg.rotationPointZ = 0.1F;
			this.bipedRightLeg.rotationPointY = 12.0F;
			this.bipedLeftLeg.rotationPointY = 12.0F;
			this.bipedHead.rotationPointY = 0.0F;
		}

		this.bipedRightArm.rotateAngleZ += MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
		this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
		this.bipedRightArm.rotateAngleX += MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
		this.bipedLeftArm.rotateAngleX -= MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;

		if (this.aimedBow) {
			float f3 = 0.0F;
			float f4 = 0.0F;
			this.bipedRightArm.rotateAngleZ = 0.0F;
			this.bipedLeftArm.rotateAngleZ = 0.0F;
			this.bipedRightArm.rotateAngleY = -(0.1F - f3 * 0.6F) + this.bipedHead.rotateAngleY;
			this.bipedLeftArm.rotateAngleY = 0.1F - f3 * 0.6F + this.bipedHead.rotateAngleY + 0.4F;
			this.bipedRightArm.rotateAngleX = -((float) Math.PI / 2F) + this.bipedHead.rotateAngleX;
			this.bipedLeftArm.rotateAngleX = -((float) Math.PI / 2F) + this.bipedHead.rotateAngleX;
			this.bipedRightArm.rotateAngleX -= f3 * 1.2F - f4 * 0.4F;
			this.bipedLeftArm.rotateAngleX -= f3 * 1.2F - f4 * 0.4F;
			this.bipedRightArm.rotateAngleZ += MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
			this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
			this.bipedRightArm.rotateAngleX += MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
			this.bipedLeftArm.rotateAngleX -= MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
		}

		copyModelAngles(this.bipedHead, this.bipedHeadwear);
	}

	public void setModelAttributes(ModelBase model) {
		super.setModelAttributes(model);

		if (model instanceof ModelBiped) {
			ModelBiped modelbiped = (ModelBiped) model;
			this.heldItemLeft = modelbiped.heldItemLeft;
			this.heldItemRight = modelbiped.heldItemRight;
			this.isSneak = modelbiped.isSneak;
			this.aimedBow = modelbiped.aimedBow;
		}
	}

	public void setInvisible(boolean invisible) {
		this.bipedHead.showModel = invisible;
		this.bipedHeadwear.showModel = invisible;
		this.bipedBody.showModel = invisible;
		this.bipedRightArm.showModel = invisible;
		this.bipedLeftArm.showModel = invisible;
		this.bipedRightLeg.showModel = invisible;
		this.bipedLeftLeg.showModel = invisible;
	}

	public void postRenderArm(float scale) {
		this.bipedRightArm.postRender(scale);
	}
}
